Consume LifeConstitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points.
VanishThe wisp and its light have the Invisible condition until the wisp’s Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life.
Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Undead
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Will-o’-Wisp [2/3]Tiny Undead, Chaotic Evil
CR2
19Armor Class
27Hit Points
5 ft., Fly 50 ft. (hover)Speed
STR1-5
DEX28+9
CON10+0
INT13+1
WIS14+2
CHA11+0
Traits (cont.)
Incorporeal Movement. The wisp can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Consume Life. Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points.
Vanish. The wisp and its light have the Invisible condition until the wisp’s Concentration ends on this effect, which ends early
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Undead
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Will-o’-Wisp [3/3]Tiny Undead, Chaotic Evil
CR2
19Armor Class
27Hit Points
5 ft., Fly 50 ft. (hover)Speed
STR1-5
DEX28+9
CON10+0
INT13+1
WIS14+2
CHA11+0
Bonus Actions (cont.)
immediately after the wisp makes an attack roll or uses Consume Life.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Undead
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
A tent card folds in half: the name faces the players, the stat block faces you. This stat block is long: it continues on a second tent card instead of being truncated. Print both.
This stat block is long: it spans 3 cards instead of being truncated. Print them all.
Will-o’-Wisp [1/2]Undead · CR 2
Will-o’-Wisp [1/2]Tiny Undead, Chaotic Evil
STR-51
DEX+928
CON+010
INT+113
WIS+214
CHA+011
AC19
HP27
CR2
SPD5 ft., Fly 50 ft. (hover)
TRAITS
EphemeralThe wisp can’t wear or carry anything.
IlluminationThe wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Incorporeal MovementThe wisp can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Will-o’-Wisp [2/2]Undead · CR 2
Will-o’-Wisp [2/2]Tiny Undead, Chaotic Evil
TRAITS (cont.)
Incorporeal Movement (cont.)if it ends its turn inside an object.
Consume LifeConstitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points.
VanishThe wisp and its light have the Invisible condition until the wisp’s Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life.
Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Will-o’-Wisp [2/3]Tiny Undead, Chaotic Evil
CR2
19Armor Class
27Hit Points
5 ft., Fly 50 ft. (hover)Speed
STR1-5
DEX28+9
CON10+0
INT13+1
WIS14+2
CHA11+0
Traits (cont.)
Incorporeal Movement. The wisp can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Consume Life. Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points.
Vanish. The wisp and its light have the Invisible condition until the wisp’s Concentration ends on this effect, which ends early
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Will-o’-Wisp [3/3]Tiny Undead, Chaotic Evil
CR2
19Armor Class
27Hit Points
5 ft., Fly 50 ft. (hover)Speed
STR1-5
DEX28+9
CON10+0
INT13+1
WIS14+2
CHA11+0
Bonus Actions (cont.)
immediately after the wisp makes an attack roll or uses Consume Life.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Pick “Save as PDF” as the destination in the print dialog.
Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Incorporeal Movement. The wisp can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Consume Life. Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points.
Vanish. The wisp and its light have the Invisible condition until the wisp’s Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life.